So sunlight would be simulated with a directional light, the direction defined by the angles. Also limiting the arc in the sky doesn't fully prevent near-infinite shadows, it's perfectly possible to have an inclined plane that allows for this. Limiting the light-range is something you'd have to experiment to find the results closest to 0 and PI degrees that still give reasonable results (depends on how ogre handles shadows, and what kind of sufraces you are handling, neither of which I know). I haven't said anything about the reasonable parameters for light color and intensity at diferent daytimes. This is the most I've found with a quick google http://www.spc.noaa.gov/publications/corfidi/sunset/ Have no idea what good RGB values would be. Sorry about not having more but hope it can help. On Fri, Jul 15, 2011 at 11:12 AM, Roger Durañona Vargas <luo_hei@xxxxxxxx>wrote: > On 15/07/11 11:29, Charlie Lobo wrote: > >> Hmm, well if you want the position of the sun in the sky (in radians) >> you'd do something like: >> time(in miliseconds) * 2*PI / 86400000 >> Of course this doesn't matter when the sun is hidden >> If you want more elaborate sun movement, you have to consider that the >> sun's path "wobbles" from north to south as the year goes by due to the >> inclination of the planet's rotatoinal axis. It's also shifted north or >> southwards depending on the latitude. >> > Well, I just need a basic path east/west, and also limit de arc to a sky > section to avoid the light reaching horizont level, that could cause objects > to cast near-infinite shadows, which are a big mess in Ogre. > > > > -- > Roger D. Vargas > Using Gentoo Linux 2010 > La unica forma de encontrar los limites de lo posible es yendo mas > alla de ellos, hacia lo imposible > > --------------------- > To unsubscribe go to > http://gameprogrammer.com/**mailinglist.html<http://gameprogrammer.com/mailinglist.html> > > >